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Bones - Skeletal and Pose Animations for jPCT/jPCT-AE => Bones => Topic started by: jaychang0917 on April 18, 2017, 09:07:18 am
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My model has around 8000 polygons, I use the following code to rotate a joint, but I found the call animatedModel.applySkeletonPose() cause around 800 ms, which is too slow, have any idea to improve the performance? The method is called in game loop. Thanks.
void updateModel() {
leftEyeRotateMatrix.setIdentity();
leftEyeRotateMatrix.rotateX(eulerX);
skeletonHelper.transformJoint("left_eye_sk", leftEyeRotateMatrix);
skeletonHelper.pose.setToBindPose();
skeletonHelper.pose.updateTransforms();
animatedGroup.applySkeletonPose();
animatedGroup.applyAnimation();
}
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might be simply 8000 polygons are too much? still 800ms is a lot though. that method is heavily optimized and even by EgonOlsen, so I cant see much space to improve there